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/***********************************************************************
created: Tue Mar 10 2009
author: Paul D Turner (parts based on code by Keith Mok)
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2009 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _CEGUIDirectFBRenderer_h_
#define _CEGUIDirectFBRenderer_h_
#include "CEGUI/Renderer.h"
#include "CEGUI/Size.h"
#include "CEGUI/Vector.h"
#include <directfb.h>
#include <vector>
#include <map>
// Start of CEGUI namespace section
namespace CEGUI
{
class DirectFBTexture;
class DirectFBGeometryBuffer;
//! Implementation of CEGUI::Renderer interface using DirectFB.
class DirectFBRenderer : public Renderer
{
public:
//! create a DirectFBRenderer object.
static DirectFBRenderer& create(IDirectFB& directfb,
IDirectFBSurface& surface,
const int abi = CEGUI_VERSION_ABI);
//! destroy a DirectFBRenderer object created by the \a create call.
static void destroy(DirectFBRenderer& renderer);
//! Return the current target DirectFB surface.
IDirectFBSurface& getTargetSurface() const;
//! Set the target DirectFB surface.
void setTargetSurface(IDirectFBSurface& surface);
/*!
\brief
Returns if the texture coordinate system is vertically flipped or not. The original of a
texture coordinate system is typically located either at the the top-left or the bottom-left.
CEGUI, Direct3D and most rendering engines assume it to be on the top-left. OpenGL assumes it to
be at the bottom left.
This function is intended to be used when generating geometry for rendering the TextureTarget
onto another surface. It is also intended to be used when trying to use a custom texture (RTT)
inside CEGUI using the Image class, in order to determine the Image coordinates correctly.
\return
- true if flipping is required: the texture coordinate origin is at the bottom left
- false if flipping is not required: the texture coordinate origin is at the top left
*/
bool isTexCoordSystemFlipped() const { return false; }
// Implementation of Renderer interface.
RenderTarget& getDefaultRenderTarget();
GeometryBuffer& createGeometryBuffer();
void destroyGeometryBuffer(const GeometryBuffer& buffer);
void destroyAllGeometryBuffers();
TextureTarget* createTextureTarget();
void destroyTextureTarget(TextureTarget* target);
void destroyAllTextureTargets();
Texture& createTexture(const CEGUI::String& name);
Texture& createTexture(const CEGUI::String& name,
const String& filename,
const String& resourceGroup);
Texture& createTexture(const CEGUI::String& name, const Sizef& size);
void destroyTexture(Texture& texture);
void destroyTexture(const CEGUI::String& name);
void destroyAllTextures();
Texture& getTexture(const String&) const;
bool isTextureDefined(const String& name) const;
void beginRendering();
void endRendering();
void setDisplaySize(const Sizef& sz);
const Sizef& getDisplaySize() const;
const Vector2f& getDisplayDPI() const;
uint getMaxTextureSize() const;
const String& getIdentifierString() const;
protected:
//! Constructor.
DirectFBRenderer(IDirectFB& directfb, IDirectFBSurface& surface);
//! Destructor.
~DirectFBRenderer();
//! helper to safely log the creation of a named texture
static void logTextureCreation(DirectFBTexture* texture);
//! helper to safely log the destruction of a named texture
static void logTextureDestruction(DirectFBTexture* texture);
//! String holding the renderer identification text.
static String d_rendererID;
//! DirectFB interface we were given when constructed.
IDirectFB& d_directfb;
//! The DirectFB surface to be used as the default root target.
IDirectFBSurface& d_rootSurface;
//! The current target DirectFB surface.
IDirectFBSurface* d_targetSurface;
//! What the renderer considers to be the current display size.
Sizef d_displaySize;
//! What the renderer considers to be the current display DPI resolution.
Vector2f d_displayDPI;
//! The default RenderTarget
RenderTarget* d_defaultTarget;
//! container type used to hold TextureTargets we create.
typedef std::vector<TextureTarget*> TextureTargetList;
//! Container used to track texture targets.
TextureTargetList d_textureTargets;
//! container type used to hold GeometryBuffers we create.
typedef std::vector<DirectFBGeometryBuffer*> GeometryBufferList;
//! Container used to track geometry buffers.
GeometryBufferList d_geometryBuffers;
//! container type used to hold Textures we create.
typedef std::map<String, DirectFBTexture*, StringFastLessCompare> TextureMap;
//! Container used to track textures.
TextureMap d_textures;
};
} // End of CEGUI namespace section
#endif // end of guard _CEGUIDirectFBRenderer_h_
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